Difference between revisions of "Gideros Unite Framework"

From GiderosMobile
 
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__NOTOC__
 
__NOTOC__
'''Supported platforms:''' [[File:Platform android.png]][[File:Platform ios.png]][[File:Platform mac.png]][[File:Platform pc.png]][[File:Platform html5.png]][[File:Platform winrt.png]][[File:Platform win32.png]][[File:Platform linux.png]]<br/>
 
  
 
=== Gideros Unite Framework ===
 
=== Gideros Unite Framework ===
 +
ar2rsawseen 2012/07/25 Gideros Mobile, '''updated 2023/12/13 (V2)'''
 +
 
<youtube>https://www.youtube.com/watch?v=WBFLSz34I4I</youtube>
 
<youtube>https://www.youtube.com/watch?v=WBFLSz34I4I</youtube>
  
Gideros Unite framework provides a way to implement Multiplayer games. It uses LuaSocket to establish socket connections and even create server/client instances.
+
Gideros Unite framework provides a way to implement Multiplayer games:
 +
* using '''LuaSocket''' to establish socket connections and create '''server'''/'''client''' instances
 +
* device discovery over '''L'''ocal '''A'''rea '''N'''etwork
 +
* call methods on devices through the network
 +
* protocols: '''tcp''', '''udp''' or both (binding some method to tcp if reliability is needed, and others to udp for faster data processing)
 +
 
 +
You can download the Gideros Unite Framework: '''[[Media:Unite.zip|Unite.zip]]'''
 +
 
 +
And an application project: '''[[Media:DrawTogetherV2.zip|DrawTogetherV2.zip]]'''
 +
 
 +
=== Standard scenario ===
 +
This is a standard scenario that can be created using Gideros Unite framework:
 +
# Server starts broadcasting or skip to step 5, if all clients know server IP address
 +
# Client's start listening to servers
 +
# Client receives broadcast message from server, newServer event is initiated
 +
# Client autoconnects to server or user manually (by pushing button) connects to specific server
 +
# Server receives newClient event
 +
# Server accepts client automatically or user manually (by pushing button) accepts specific client
 +
# Client receives onAccept event
 +
# Implement your game logic here, where both clients and server can call methods on all devices or on one specific device in the network
 +
# When one of the clients becomes unreachable, all clients and server get onClientClose event
 +
# When server becomes unreachable, all clients get onServerClose event
 +
# When you are finished, close client or server using close method, which stops all timers, closes all connections and destroys instance
 +
 
 +
=== Client Method list ===
 +
==== Constructor ====
 +
'''Method name''' new(config)
 +
 
 +
'''Description''' Create client instance
 +
 
 +
'''Input parameters''' table config - lua table with configuration options:
 +
*string username - username to display on devices (default: hostname or device's IP address)
 +
*string ip - ip address to use for server (default: current device's IP address)
 +
*int tcpPort - port to use for tcp connection (default: 5883)
 +
*int udpPort - port to use for udp connection (default: 5884)
 +
*int discoveryPort - port to use for device discovery (default: 5885)
 +
*int multicast - multicast ip address for device discovery (default: 239.192.1.1)
 +
*int serverIP - ip address of server, if no discovery needed and can connect tp server directly (default: nil)
 +
*string connectionType - which connection protocol to use tcp, udp or both (default: 'both')
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
local serverlink = Client.new({
 +
    username = "ar2rsawseen",
 +
    ip = nil,
 +
    port = 15000,
 +
    multicast = "239.192.1.1",
 +
    serverIP = nil,
 +
    connectionType = "tcp"
 +
})
 +
</syntaxhighlight>
 +
 
 +
==== Start Listening ====
 +
'''Method name''' startListening()
 +
 
 +
'''Description''' Start Listening to server, both when server is broadcasting/multicasting for discovery, or when client is already connected to server (for example, by providing it's ip address)
 +
 
 +
==== Stop Listening ====
 +
'''Method name''' stopListening()
 +
 
 +
'''Description''' Stop Listening to server, both when server is broadcasting/multicasting for discovery, or when client is already connected to server
 +
 
 +
==== Connect to specified Server ====
 +
'''Method name''' connect(id)
 +
 
 +
'''Description''' When server is broadcasting/multicasting, if client is not yet connected to any server, it recieves new server events with server ID. You need to provide that ID to connect method, to connect to specified server
 +
 
 +
'''Input parameters''' int id - server id received from new server event
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:connect(111222333)
 +
</syntaxhighlight>
 +
 
 +
==== Add Method ====
 +
'''Method name''' addMethod(name, method, scope)
 +
 
 +
'''Description''' Add method which can be called through the network by other devices
 +
 
 +
'''Input parameters''' Input parameters are similar to adding new event listener
 +
 
 +
string name - name of command to associate with this method, could be simply method name as string
 +
 
 +
function method - method that will be called from other connected devices. This function will be called by other devices, and all parameters provided by other devices will be passed to this function. Additionally, the last providd parameter will be the source of message - id of device from which message originated
 +
 
 +
object scope - scope to use for method, if for example using class method and not simple function, you can provide self variable if defined inside class, of class instance if defiend outside class (default: nil)
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:addMethod("draw", self.draw, self)
 +
</syntaxhighlight>
 +
 
 +
==== Call Method ====
 +
'''Method name''' callMethod(...)
 +
 
 +
'''Description''' Call specific method for all connected devices
 +
 
 +
'''Input parameters''' string command - name of command, to call the method associated with this command
 +
 
 +
Other parameters can be any values, that will be passed to called method
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:callMethod("draw", 100, 200)
 +
</syntaxhighlight>
 +
 
 +
==== Call Method of specific device ====
 +
'''Method name''' callMethodOf(...)
 +
 
 +
'''Description''' Call specific method for specific connected devices
 +
 
 +
'''Input parameters''' string command - name of command, to call the method associated with this command
 +
 
 +
Other parameters can be any values, that will be passed to called method
 +
 
 +
Last parameter should be the ID of device, to which to send command
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:callMethodOff("draw", 100, 200, 111222333)
 +
</syntaxhighlight>
 +
 
 +
==== Get devices ====
 +
'''Method name''' getDevices()
 +
 
 +
'''Description''' Get ID of all devices connected to server. Due to limitation, that ID's of devices are retrieved through sockets on the network, this method does not return list of devices, but rather generates multiple "device" events, one for each connected device
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:getDevices()
 +
</syntaxhighlight>
 +
 
 +
==== Close Client ====
 +
'''Method name''' close()
 +
 
 +
'''Description''' Closes the client, disconnects it from server, disabled listening and erases ID. Serves as destructor for the class
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:close()
 +
</syntaxhighlight>
 +
 
 +
=== Server Method list ===
 +
==== Constructor ====
 +
'''Method name''' new(config)
 +
 
 +
'''Description''' Create server instance
 +
 
 +
'''Input parameters''' table config - lua table with configuration options:
 +
*string username - username to display on devices (default: hostname or device's IP address)
 +
*string ip - ip address to use for server (default: curret devices IP address)
 +
*int tcpPort - port to use for tcp connection (default: 5883)
 +
*int udpPort - port to use for udp connection (default: 5884)
 +
*int discoveryPort - port to use for device discovery (default: 5885)
 +
*int multicast - multicast ip address for device discovery (default: 239.192.1.1)
 +
*int maxClients - maximal amount of clients server can serve (default: unlimited amount)
 +
*string connectionType - which connection protocol to use tcp, udp or both (default: 'both')
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
local serverlink = Server.new({
 +
    username = "IAmAServer",
 +
    ip = nil,
 +
    port = 15000,
 +
    multicast = "239.192.1.1",
 +
    maxClients = 0,
 +
    connectionType = "tcp"
 +
})
 +
</syntaxhighlight>
 +
 
 +
==== Start Broadcasting ====
 +
'''Method name''' startBroadcast()
 +
 
 +
'''Description''' Start Broadcasting to clients, both broadcast and multicast to discover other listening devices. Broadcasting includes listening, so if server is broadcasting, there is no need to call startListening method
 +
 
 +
==== Stop Broadcasting ====
 +
'''Method name''' stopBroadcast()
 +
 
 +
'''Description''' Stop Broadcasting to clients
 +
 
 +
==== Start Listening ====
 +
'''Method name''' startListening()
 +
 
 +
'''Description''' Start Listening to clients
 +
 
 +
==== Stop Listening ====
 +
'''Method name''' stopListening()
 +
 
 +
'''Description''' Stop Listening to clients
 +
 
 +
==== Accept specified Client ====
 +
'''Method name''' accept(id)
 +
 
 +
'''Description''' When client responded to broadcasting/multicasting message, server recieves new client events with client ID. You need to provide that ID to accept method, to accept specified client
 +
 
 +
'''Input parameters'''
 +
int id - client id received from new client event
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:accept(111222333)
 +
</syntaxhighlight>
 +
 
 +
==== Add Method ====
 +
'''Method name''' addMethod(name, method, scope)
 +
 
 +
'''Description''' Add method which can be called through the network by other devices
 +
 
 +
'''Input parameters''' Input parameters are similar to adding new event listener
 +
 
 +
string name - name of command to associate with this method, could be simply method name as string
 +
 
 +
function method - method that will be called from other connected devices. This function will be called by other devices, and all parameters provided by other devices will be passed to this function. Additionally, the last providd parameter will be the source of message - id of device from which message originated
 +
 
 +
object scope - scope to use for method, if for example using class method and not simple function, you can provide self variable if defined inside class, of class instance if defiend outside class (default: nil)
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:addMethod("draw", self.draw, self)
 +
</syntaxhighlight>
 +
 
 +
==== Call Method ====
 +
'''Method name''' callMethod(...)
 +
 
 +
'''Description''' Call specific method for all connected devices
 +
 
 +
'''Input parameters''' string command - name of command, to call the method associated with this command
 +
 
 +
Other parameters can be any values, that will be passed to called method
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:callMethod("draw", 100, 200)
 +
</syntaxhighlight>
 +
 
 +
==== Call Method of specific device ====
 +
'''Method name''' callMethodOf(...)
 +
 
 +
'''Description''' Call specific method for specific connected devices
 +
 
 +
'''Input parameters''' string command - name of command, to call the method associated with this command
 +
 
 +
Other parameters can be any values, that will be passed to called method
 +
 
 +
Last parameter should be the ID of device, to which to send command
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:callMethodOff("draw", 100, 200, 111222333)
 +
</syntaxhighlight>
 +
 
 +
==== Get devices ====
 +
'''Method name''' getDevices()
 +
 
 +
'''Description''' Get ID of all devices connected to server. Due to limitation, that ID's of devices are retrieved through sockets on the network, this method does not return list of devices, but rather generates multiple "device" events, one for each connected device
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:getDevices()
 +
</syntaxhighlight>
 +
 
 +
==== Close Server ====
 +
'''Method name''' close()
 +
 
 +
'''Description''' Closes the server, disconnects all clients, disables listening and/or broadcasting and erases ID. Serves as destructor for the class
 +
 
 +
'''Example'''
 +
<syntaxhighlight lang="lua">
 +
serverlink:close()
 +
</syntaxhighlight>
 +
 
 +
 
 +
 
 +
 
 +
 
 +
=== Client Event list ===
 +
    • New Server Event
 +
    • Device Event
 +
    • Accept Event
 +
    • Server closed Event
 +
    • Another Client closed Event
 +
Device Event
 +
Event name
 +
device
 +
Description
 +
Events spawned after calling getDevices method
 +
Event properties
 +
    • e.data.id - id of client
 +
    • e.data.ip - ip address of client
 +
    • e.data.host - username or hostname of client or ip if no hostname provided
 +
Example input
 +
1
 +
2
 +
3
 +
4
 +
5
 +
serverlink:addEventListener("device", function(e)
 +
    print(e.data.id)
 +
    print(e.data.ip)
 +
    print(e.data.host)
 +
end)
 +
 
 +
Accept Event
 +
Event name
 +
onAccepted
 +
Description
 +
Event called when server accepted connection from this client
 +
Example input
 +
1
 +
2
 +
3
 +
serverlink:addEventListener("onAccepted", function(e)
 +
    print("connection accepted")
 +
end)
 +
 
 +
Server closed Event
 +
Event name
 +
onServerClose
 +
Description
 +
Event called when server is unreachable
 +
Example input
 +
1
 +
2
 +
3
 +
serverlink:addEventListener("onServerClose", function(e)
 +
    print("server closed connection")
 +
end)
 +
 
 +
Another Client closed Event
 +
Event name
 +
onClientClose
 +
Description
 +
Event called when another client connected to the same server becomes unreachable
 +
Event properties
 +
    • e.data.id - id of client that disconnects
 +
Example input
 +
1
 +
2
 +
3
 +
serverlink:addEventListener("onClientClose", function(e)
 +
    print("client "..e.data.id.." closed connection")
 +
end)
 +
 
 +
Server Event list
 +
    • New Client Event
 +
    • Device Event
 +
    • Client closed connection Event
 +
Device Event
 +
Event name
 +
device
 +
Description
 +
Events spawned after calling getDevices method
 +
Event properties
 +
    • e.data.id - id of client
 +
    • e.data.ip - ip address of client
 +
    • e.data.host - username or hostname of client or ip if no hostname provided
 +
Example input
 +
1
 +
2
 +
3
 +
4
 +
5
 +
serverlink:addEventListener("device", function(e)
 +
    print(e.data.id)
 +
    print(e.data.ip)
 +
    print(e.data.host)
 +
end)
 +
 
 +
Client closed connection Event
 +
Event name
 +
onClientClose
 +
Description
 +
Event called when one of the clients is unreachable
 +
Event properties
 +
    • e.data.id - id of client
 +
Example input
 +
1
 +
2
 +
3
 +
serverlink:addEventListener("onClientClose", function(e)
 +
    print(e.data.id)
 +
end)
 +
 
 +
Latest changes
 +
None for now
 +
About me
 +
Arturs Sosins is young, but ambitious webdeveloper from Latvia.
 +
Spending his days at university or work and spending evenings with his wife and little son, he still manages to find himself new challenges and contribute his work to the developer community.
 +
Follow him on Twitter @ar2rsawseen or his blogs WebcodingEasy.com or AppcodingEasy.com to know what he’s up to.
 +
 
 +
 
  
It provides the means of device discovery in Local Area Network, and allows to call methods of other devices through network.
 
  
About protocols, it is possible to use tcp, udp or both (by binding some method to tcp, if reliability is needed, and others to udp for faster data processing).
 
  
==== Unite Package '''[[Media:Unite.zip|Unite.zip]]''' ====
 
==== Gideros application project '''[[Media:DrawTogetherV2.zip|DrawTogetherV2.zip]]''' ====
 
  
 
<syntaxhighlight lang="lua">
 
<syntaxhighlight lang="lua">

Revision as of 06:35, 14 December 2023


Gideros Unite Framework

ar2rsawseen 2012/07/25 Gideros Mobile, updated 2023/12/13 (V2)

Gideros Unite framework provides a way to implement Multiplayer games:

  • using LuaSocket to establish socket connections and create server/client instances
  • device discovery over Local Area Network
  • call methods on devices through the network
  • protocols: tcp, udp or both (binding some method to tcp if reliability is needed, and others to udp for faster data processing)

You can download the Gideros Unite Framework: Unite.zip

And an application project: DrawTogetherV2.zip

Standard scenario

This is a standard scenario that can be created using Gideros Unite framework:

  1. Server starts broadcasting or skip to step 5, if all clients know server IP address
  2. Client's start listening to servers
  3. Client receives broadcast message from server, newServer event is initiated
  4. Client autoconnects to server or user manually (by pushing button) connects to specific server
  5. Server receives newClient event
  6. Server accepts client automatically or user manually (by pushing button) accepts specific client
  7. Client receives onAccept event
  8. Implement your game logic here, where both clients and server can call methods on all devices or on one specific device in the network
  9. When one of the clients becomes unreachable, all clients and server get onClientClose event
  10. When server becomes unreachable, all clients get onServerClose event
  11. When you are finished, close client or server using close method, which stops all timers, closes all connections and destroys instance

Client Method list

Constructor

Method name new(config)

Description Create client instance

Input parameters table config - lua table with configuration options:

  • string username - username to display on devices (default: hostname or device's IP address)
  • string ip - ip address to use for server (default: current device's IP address)
  • int tcpPort - port to use for tcp connection (default: 5883)
  • int udpPort - port to use for udp connection (default: 5884)
  • int discoveryPort - port to use for device discovery (default: 5885)
  • int multicast - multicast ip address for device discovery (default: 239.192.1.1)
  • int serverIP - ip address of server, if no discovery needed and can connect tp server directly (default: nil)
  • string connectionType - which connection protocol to use tcp, udp or both (default: 'both')

Example

local serverlink = Client.new({
    username = "ar2rsawseen",
    ip = nil,
    port = 15000,
    multicast = "239.192.1.1",
    serverIP = nil,
    connectionType = "tcp"
})

Start Listening

Method name startListening()

Description Start Listening to server, both when server is broadcasting/multicasting for discovery, or when client is already connected to server (for example, by providing it's ip address)

Stop Listening

Method name stopListening()

Description Stop Listening to server, both when server is broadcasting/multicasting for discovery, or when client is already connected to server

Connect to specified Server

Method name connect(id)

Description When server is broadcasting/multicasting, if client is not yet connected to any server, it recieves new server events with server ID. You need to provide that ID to connect method, to connect to specified server

Input parameters int id - server id received from new server event

Example

serverlink:connect(111222333)

Add Method

Method name addMethod(name, method, scope)

Description Add method which can be called through the network by other devices

Input parameters Input parameters are similar to adding new event listener

string name - name of command to associate with this method, could be simply method name as string

function method - method that will be called from other connected devices. This function will be called by other devices, and all parameters provided by other devices will be passed to this function. Additionally, the last providd parameter will be the source of message - id of device from which message originated

object scope - scope to use for method, if for example using class method and not simple function, you can provide self variable if defined inside class, of class instance if defiend outside class (default: nil)

Example

serverlink:addMethod("draw", self.draw, self)

Call Method

Method name callMethod(...)

Description Call specific method for all connected devices

Input parameters string command - name of command, to call the method associated with this command

Other parameters can be any values, that will be passed to called method

Example

serverlink:callMethod("draw", 100, 200)

Call Method of specific device

Method name callMethodOf(...)

Description Call specific method for specific connected devices

Input parameters string command - name of command, to call the method associated with this command

Other parameters can be any values, that will be passed to called method

Last parameter should be the ID of device, to which to send command

Example

serverlink:callMethodOff("draw", 100, 200, 111222333)

Get devices

Method name getDevices()

Description Get ID of all devices connected to server. Due to limitation, that ID's of devices are retrieved through sockets on the network, this method does not return list of devices, but rather generates multiple "device" events, one for each connected device

Example

serverlink:getDevices()

Close Client

Method name close()

Description Closes the client, disconnects it from server, disabled listening and erases ID. Serves as destructor for the class

Example

serverlink:close()

Server Method list

Constructor

Method name new(config)

Description Create server instance

Input parameters table config - lua table with configuration options:

  • string username - username to display on devices (default: hostname or device's IP address)
  • string ip - ip address to use for server (default: curret devices IP address)
  • int tcpPort - port to use for tcp connection (default: 5883)
  • int udpPort - port to use for udp connection (default: 5884)
  • int discoveryPort - port to use for device discovery (default: 5885)
  • int multicast - multicast ip address for device discovery (default: 239.192.1.1)
  • int maxClients - maximal amount of clients server can serve (default: unlimited amount)
  • string connectionType - which connection protocol to use tcp, udp or both (default: 'both')

Example

local serverlink = Server.new({
    username = "IAmAServer",
    ip = nil,
    port = 15000,
    multicast = "239.192.1.1",
    maxClients = 0,
    connectionType = "tcp"
})

Start Broadcasting

Method name startBroadcast()

Description Start Broadcasting to clients, both broadcast and multicast to discover other listening devices. Broadcasting includes listening, so if server is broadcasting, there is no need to call startListening method

Stop Broadcasting

Method name stopBroadcast()

Description Stop Broadcasting to clients

Start Listening

Method name startListening()

Description Start Listening to clients

Stop Listening

Method name stopListening()

Description Stop Listening to clients

Accept specified Client

Method name accept(id)

Description When client responded to broadcasting/multicasting message, server recieves new client events with client ID. You need to provide that ID to accept method, to accept specified client

Input parameters int id - client id received from new client event

Example

serverlink:accept(111222333)

Add Method

Method name addMethod(name, method, scope)

Description Add method which can be called through the network by other devices

Input parameters Input parameters are similar to adding new event listener

string name - name of command to associate with this method, could be simply method name as string

function method - method that will be called from other connected devices. This function will be called by other devices, and all parameters provided by other devices will be passed to this function. Additionally, the last providd parameter will be the source of message - id of device from which message originated

object scope - scope to use for method, if for example using class method and not simple function, you can provide self variable if defined inside class, of class instance if defiend outside class (default: nil)

Example

serverlink:addMethod("draw", self.draw, self)

Call Method

Method name callMethod(...)

Description Call specific method for all connected devices

Input parameters string command - name of command, to call the method associated with this command

Other parameters can be any values, that will be passed to called method

Example

serverlink:callMethod("draw", 100, 200)

Call Method of specific device

Method name callMethodOf(...)

Description Call specific method for specific connected devices

Input parameters string command - name of command, to call the method associated with this command

Other parameters can be any values, that will be passed to called method

Last parameter should be the ID of device, to which to send command

Example

serverlink:callMethodOff("draw", 100, 200, 111222333)

Get devices

Method name getDevices()

Description Get ID of all devices connected to server. Due to limitation, that ID's of devices are retrieved through sockets on the network, this method does not return list of devices, but rather generates multiple "device" events, one for each connected device

Example

serverlink:getDevices()

Close Server

Method name close()

Description Closes the server, disconnects all clients, disables listening and/or broadcasting and erases ID. Serves as destructor for the class

Example

serverlink:close()



Client Event list

   • New Server Event
   • Device Event
   • Accept Event
   • Server closed Event
   • Another Client closed Event

Device Event Event name device Description Events spawned after calling getDevices method Event properties

   • e.data.id - id of client 
   • e.data.ip - ip address of client 
   • e.data.host - username or hostname of client or ip if no hostname provided 

Example input 1 2 3 4 5 serverlink:addEventListener("device", function(e)     print(e.data.id)     print(e.data.ip)     print(e.data.host) end)

Accept Event Event name onAccepted Description Event called when server accepted connection from this client Example input 1 2 3 serverlink:addEventListener("onAccepted", function(e)     print("connection accepted") end)

Server closed Event Event name onServerClose Description Event called when server is unreachable Example input 1 2 3 serverlink:addEventListener("onServerClose", function(e)     print("server closed connection") end)

Another Client closed Event Event name onClientClose Description Event called when another client connected to the same server becomes unreachable Event properties

   • e.data.id - id of client that disconnects 

Example input 1 2 3 serverlink:addEventListener("onClientClose", function(e)     print("client "..e.data.id.." closed connection") end)

Server Event list

   • New Client Event
   • Device Event
   • Client closed connection Event

Device Event Event name device Description Events spawned after calling getDevices method Event properties

   • e.data.id - id of client 
   • e.data.ip - ip address of client 
   • e.data.host - username or hostname of client or ip if no hostname provided 

Example input 1 2 3 4 5 serverlink:addEventListener("device", function(e)     print(e.data.id)     print(e.data.ip)     print(e.data.host) end)

Client closed connection Event Event name onClientClose Description Event called when one of the clients is unreachable Event properties

   • e.data.id - id of client 

Example input 1 2 3 serverlink:addEventListener("onClientClose", function(e)     print(e.data.id) end)

Latest changes None for now About me Arturs Sosins is young, but ambitious webdeveloper from Latvia. Spending his days at university or work and spending evenings with his wife and little son, he still manages to find himself new challenges and contribute his work to the developer community. Follow him on Twitter @ar2rsawseen or his blogs WebcodingEasy.com or AppcodingEasy.com to know what he’s up to.





Multiplayer